/** * PANDA 3D SOFTWARE * Copyright (c) Carnegie Mellon University. All rights reserved. * * All use of this software is subject to the terms of the revised BSD * license. You should have received a copy of this license along * with this source code in a file named "LICENSE." * * @file projectionScreen.I * @author drose * @date 2001-12-11 */ /** * Returns the NodePath to the LensNode that is to serve as the projector for * this screen, or empty if no projector is associated. */ INLINE const NodePath &ProjectionScreen:: get_projector() const { return _projector; } /** * Removes the distortion lookup table from the projector, if specified. */ INLINE void ProjectionScreen:: clear_undist_lut() { _has_undist_lut = false; _undist_lut = PfmFile(); } /** * Applies a distortion lookup table to the projector. This mapping warps the * lens effect by passing each ray through an indirection table: the point * (u,v) in the indicated lookup table stores the actual (u,v) that the lens * produces. * * This does not affect the operation of generate_screen(). */ INLINE void ProjectionScreen:: set_undist_lut(const PfmFile &undist_lut) { _has_undist_lut = undist_lut.is_valid(); _undist_lut = undist_lut; } /** * Returns true if a valid distortion lookup table was provided via * set_undist_lut(), false otherwise. */ INLINE bool ProjectionScreen:: has_undist_lut() const { return _has_undist_lut; } /** * Returns the distortion lookup table provided via set_undist_lut(), if any. */ INLINE const PfmFile &ProjectionScreen:: get_undist_lut() const { return _undist_lut; } /** * Specifies the name of the texture coordinates that are generated by this * particular ProjectionScreen. This can be used in the presence of * multitexturing to compute the UV's for just a subset of all of the active * stages of the multitexture pipeline. */ INLINE void ProjectionScreen:: set_texcoord_name(const std::string &texcoord_name) { _texcoord_name = InternalName::get_texcoord_name(texcoord_name); _stale = true; } /** * Returns the name of the texture coordinates that will be generated by this * particular ProjectionScreen, as set by set_texcoord_name(). */ INLINE std::string ProjectionScreen:: get_texcoord_name() const { return _texcoord_name->get_name(); } /** * Some OpenGL graphics drivers are known to invert the framebuffer image when * they copy it to texture. (This is arguably a problem with the OpenGL spec, * which seems to be unclear about the proper ordering of pixels in this * operation.) * * In any case, set this true to compensate for this effect by inverting the * UV's of the projection screen. The default is taken from the Configrc * variable project-invert-uvs. */ INLINE void ProjectionScreen:: set_invert_uvs(bool invert_uvs) { _invert_uvs = invert_uvs; _stale = true; } /** * Returns whether this screen is compensating for a graphics driver inverting * the framebuffer image. See set_invert_uvs(). */ INLINE bool ProjectionScreen:: get_invert_uvs() const { return _invert_uvs; } /** * Set this true to force 3-D texture coordinates to be created for the * geometry. When this is true and the geometry has only 2-D texture * coordinates, those texture coordinates are dumped in favor of 3-D * coordinates. When this is false, whatever texture coordinates already * exist are preserved as-is. */ INLINE void ProjectionScreen:: set_texcoord_3d(bool texcoord_3d) { _texcoord_3d = texcoord_3d; _stale = true; } /** * See set_texcoord_3d(). */ INLINE bool ProjectionScreen:: get_texcoord_3d() const { return _texcoord_3d; } /** * Specifies whether vertex-based vignetting should be on. When this is * enabled, vertex color will be set on the screen vertices to color the * screen two distinct colors, usually white and black, for the parts of the * screen in front of and outside the lens' frustum, respectively. When this * is not enabled, the screen color will be left alone. * * This effect generally looks terrible, but it does at least make the * boundaries of the lens clear. */ INLINE void ProjectionScreen:: set_vignette_on(bool vignette_on) { _vignette_on = vignette_on; _stale = true; } /** * Returns true if vertex-based vignetting is on, false otherwise. See * set_vignette_on(). */ INLINE bool ProjectionScreen:: get_vignette_on() const { return _vignette_on; } /** * Specifies the color the screen will be painted at the portions outside of * the lens' frustum; i.e. where the lens can't see it or illuminate it. * This color is only used if the vignette_on flag is true; see * set_vignette_on(). */ INLINE void ProjectionScreen:: set_vignette_color(const LColor &vignette_color) { _vignette_color = vignette_color; _stale = true; } /** * Returns the color the screen will be painted at the portions outside of the * lens' frustum. See set_vignette_color(). */ INLINE const LColor &ProjectionScreen:: get_vignette_color() const { return _vignette_color; } /** * Specifies the color the screen will be painted at the portions outside of * the lens' frustum; i.e. where the lens can't see it or illuminate it. * This color is only used if the vignette_on flag is true; see * set_vignette_on(). */ INLINE void ProjectionScreen:: set_frame_color(const LColor &frame_color) { _frame_color = frame_color; _stale = true; } /** * Returns the color the screen will be painted at the portions outside of the * lens' frustum. See set_frame_color(). */ INLINE const LColor &ProjectionScreen:: get_frame_color() const { return _frame_color; } /** * Sets the auto_recompute flag. When this is true, the ProjectionScreen will * always be recomputed if necessary before the frame is drawn; when it is * false, an explicit call to recompute_if_stale() may be required. */ INLINE void ProjectionScreen:: set_auto_recompute(bool auto_recompute) { _auto_recompute = auto_recompute; } /** * Returns the auto_recompute flag. When this is true, the ProjectionScreen * will always be recomputed if necessary before the frame is drawn; when it * is false, an explicit call to recompute_if_stale() may be required. */ INLINE bool ProjectionScreen:: get_auto_recompute() const { return _auto_recompute; } /** * Returns an UpdateSeq corresponding to the last time a screen mesh was * generated for the ProjectionScreen. Each time generate_screen() is called, * this number is incremented; this allows other objects (like * NonlinearImager) to know when they need to recompute themselves. */ INLINE const UpdateSeq &ProjectionScreen:: get_last_screen() const { return _last_screen; }